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That_Martin_Guy

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Everything posted by That_Martin_Guy

  1. Tried several varations of the path: Writing out the full path like Luis said above Including and excluding "textures/" Including and excluding the file extension Nothing seems to be working. No error for anything either. Probably the biggest clue so far.
  2. Didn't seem to change anything at all. Interestingly I noticed that it's not giving me errors for missing textures in the log either.
  3. I really am not sure how this differs from the enchanting table in a meaningful way
  4. The code I posted was in fact the entire tile entity renderer, minus the class declaration. I have added some small stuff since for testing, but overall its the same and should be very similar to the enchanting table renderer. public class ClockworksDoorTileEntityRenderer extends TileEntityRenderer<ClockworksDoorTileEntity> { private static final ResourceLocation TEXTURE = ResourceHelper.createNew("block/test.png"); private final ClockworksDoorModel model; private final RenderMaterial doorMaterial; public ClockworksDoorTileEntityRenderer(TileEntityRendererDispatcher dispatcher) { super(dispatcher); model = new ClockworksDoorModel(); doorMaterial = new RenderMaterial(PlayerContainer.BLOCK_ATLAS, TEXTURE); } @Override public void render(ClockworksDoorTileEntity tileEntity, float partialTicks, MatrixStack matrixStack, IRenderTypeBuffer buffer, int combinedLight, int combinedOverlay) { matrixStack.pushPose(); IVertexBuilder builder = doorMaterial.buffer(buffer, RenderType::entitySolid); model.renderToBuffer(matrixStack, builder, combinedLight, combinedOverlay, 1, 1, 1, 1); matrixStack.popPose(); } } The model itself is just a basic model. Not much to showcase, but since I was asked I'll do it anyway. public class ClockworksDoorModel extends Model { private final ModelRenderer model; public ClockworksDoorModel() { super(RenderType::entitySolid); texWidth = 64; texHeight = 64; model = new ModelRenderer(this); model.setPos(8, 32, 8); model.texOffs(0, 0).addBox(-8.0F, -32.0F, -8.0F, 16.0F, 32.0F, 3.0F, 0.0F, false); } @Override public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder builder, int partialLight, int partialOverlay, float red, float green, float blue, float alpha) { model.render(matrixStack, builder, partialLight, partialOverlay); } }
  5. I have a tile entity renderer that renders a model. Code looks like this private static final ResourceLocation TEXTURE = ResourceHelper.createNew("block/test.png"); private final ClockworksDoorModel model; private final RenderMaterial doorMaterial; public ClockworksDoorTileEntityRenderer(TileEntityRendererDispatcher dispatcher) { super(dispatcher); model = new ClockworksDoorModel(); doorMaterial = new RenderMaterial(PlayerContainer.BLOCK_ATLAS, TEXTURE); } @Override public void render(ClockworksDoorTileEntity tileEntity, float partialTicks, MatrixStack matrixStack, IRenderTypeBuffer buffer, int combinedLight, int combinedOverlay) { IVertexBuilder builder = doorMaterial.buffer(buffer, RenderType::entityCutoutNoCull); model.renderToBuffer(matrixStack, builder, combinedLight, combinedOverlay, 1, 1, 1, 1); } In game, however, it has the black and purple missing texture. When examining the log it does not report anything about missing textures if I put the path correctly, so I can only assume it's correctly finding my texture.
  6. private final ModelRenderer model; public ClockworksKnobModel() { super(RenderType::entityCutoutNoCull); texWidth = 48; texHeight = 48; model = new ModelRenderer(this); model.setPos(8.0F, 8, 0); model.texOffs(0, 1).addBox(-1.0F, -1.0F, -1.0F, 2.0F, 2.0F, 1.0F, 0.0F, false); model.texOffs(1, 2).addBox(-0.5F, -4.0F, -2.0F, 1.0F, 5.0F, 2.0F, 0.0F, false); } @Override public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){ model.render(matrixStack, buffer, packedLight, packedOverlay); } The rendering code is part of vanilla.
  7. There is an overloaded version that does take those parameters as inputs, but the overload I'm using inputs the default color values (1, 1, 1, 1). So that would make no difference.
  8. Those values are not used in the model. @Override public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){ modelGroup.render(matrixStack, buffer, packedLight, packedOverlay); }
  9. There are no errors. Tried purposefully inputting a texture that doesn't exist to see if that error comes up, and it does. So it's clearly finding the texture.
  10. Right now it doesn't crash, but the model is still untextured in game (as in, it's completely black). public class ClockworksTileEntityRenderer extends TileEntityRenderer<TheClockworksTileEntity> { public static final ResourceLocation TEXTURE = ResourceHelper.createNew("block/test.png"); private RenderMaterial renderMaterial; public ClockworksTileEntityRenderer(TileEntityRendererDispatcher p_i226006_1_) { super(p_i226006_1_); //Instantiate model renderMaterial = new RenderMaterial(PlayerContainer.BLOCK_ATLAS, TEXTURE); } @Override public void render(TheClockworksTileEntity tileEntity, float partialTicks, MatrixStack matrixStack, IRenderTypeBuffer buffer, int combinedLight, int combinedOverlay) { IVertexBuilder builder = renderMaterial.buffer(buffer, RenderType::entityCutout); model.renderToBuffer(matrixStack, builder, combinedLight, combinedOverlay, 0, 0, 0, 0); } }
  11. That's just a shorthand for creating a new resource location with the mod id prefixed. Okay then... that doesn't tell me what to do instead though.
  12. I have a custom model as a part of a tile entity renderer. I want to give this model a texture. I am struggling a bit with figuring out all the steps required to do this. I currently have the following code in my tile entity renderer public class ClockworksTileEntityRenderer extends TileEntityRenderer<TheClockworksTileEntity> { public static final ResourceLocation ATLAS_REGION = ResourceHelper.createNew("textures/atlas/test.png"); public static final ResourceLocation TEXTURE = ResourceHelper.createNew("block/test.png"); private RenderMaterial renderMaterial; public ClockworksTileEntityRenderer(TileEntityRendererDispatcher p_i226006_1_) { super(p_i226006_1_); //Instantiate model renderMaterial = new RenderMaterial(ATLAS_REGION, TEXTURE); } @Override public void render(TheClockworksTileEntity tileEntity, float partialTicks, MatrixStack matrixStack, IRenderTypeBuffer buffer, int combinedLight, int combinedOverlay) { System.out.println(ATLAS_REGION); IVertexBuilder builder = renderMaterial.buffer(buffer, RenderType::entityCutout); model.renderToBuffer(matrixStack, builder, combinedLight, combinedOverlay, 0, 0, 0, 0); } } When I created this code I crashed with the following message. I asked on discord if I was missing something and got told I should use the TextureStitchEvent to stitch the texture to the atlas. That code looks like this: @SubscribeEvent public static void preTextureStitch(TextureStitchEvent.Pre event) { if(event.getMap().location().equals(ClockworksTileEntityRenderer.ATLAS_REGION)) event.addSprite(ClockworksTileEntityRenderer.TEXTURE); } While the event itself runs, the code inside the if statement does not. Not sure how to proceed.
  13. Just looked at the code for ModelRenderer, sorry for not doing that earlier. It actually rotates around the z-axis first, if I understand it correctly. public void translateAndRotate(MatrixStack p_228307_1_) { p_228307_1_.translate((double)(this.x / 16.0F), (double)(this.y / 16.0F), (double)(this.z / 16.0F)); if (this.zRot != 0.0F) { p_228307_1_.mulPose(Vector3f.ZP.rotation(this.zRot)); } if (this.yRot != 0.0F) { p_228307_1_.mulPose(Vector3f.YP.rotation(this.yRot)); } if (this.xRot != 0.0F) { p_228307_1_.mulPose(Vector3f.XP.rotation(this.xRot)); } } I'm not sure how I would go about setting up this parent-child relationship when doing the rotations separately with this knowledge. Not the greatest at this sort of math.
  14. The code handling the rotation itself is part of vanilla, the same code that handles rotation of limbs and such. I am not entirely sure this works under the hood, but I'd prefer to not have to create my own rotation system if possible. In that case I'd probably just create a new model that is rotated east/west instead of north/south.
  15. I am rendering a model as part of a tile entity renderer. The model is supposed to be rotated based on the block's facing direction. The kicker is that it's also supposed to be rotated based on a "setting" variable, which can be changed when right clicked. My solution to the problem is rotating around the Y-axis depending on the direction, and rotate either the X or Z axis (depending on the block's direction) by a certain amount per setting. Implementation looks like the following public void turnToSetting(Direction direction, TheClockworksTileEntity.Setting setting) { switch(direction) { case NORTH: group2.xRot = 0; group2.yRot = rotationFromDirection(direction); group2.zRot = setting.rotation; break; case SOUTH: group2.xRot = 0; group2.yRot = rotationFromDirection(direction); group2.zRot = -setting.rotation; break; case WEST: group2.xRot = setting.rotation; group2.yRot = rotationFromDirection(direction); group2.zRot = 0; break; case EAST: group2.xRot = -setting.rotation; group2.yRot = rotationFromDirection(direction); group2.zRot = 0; break; } } private float rotationFromDirection(Direction direction) { double rotation = 0; switch(direction) { case SOUTH: rotation = Math.PI; break; case EAST: rotation = Math.PI / 2; break; case WEST: rotation = Math.PI * 3 / 2; break; } return (float) rotation; } In practice this works well when the block is facing north or south, but not when the block is facing east or west. Demonstration here. When observing the way it rotates, it seems like the model's coordinate system has been changed when it was rotated around the Y axis. Therefore I feel like the solution should be to rotate around the Z-axis on the west and east directions. However, this results in the behavior demonstrated here. Code demonstrating that below: public void turnToSetting(Direction direction, TheClockworksTileEntity.Setting setting) { switch(direction) { case NORTH: group2.xRot = 0; group2.yRot = rotationFromDirection(direction); group2.zRot = setting.rotation; break; case SOUTH: group2.xRot = 0; group2.yRot = rotationFromDirection(direction); group2.zRot = -setting.rotation; break; case WEST: group2.xRot = 0; group2.yRot = rotationFromDirection(direction); group2.zRot = setting.rotation; break; case EAST: group2.xRot = 0; group2.yRot = rotationFromDirection(direction); group2.zRot = -setting.rotation; break; } } To me this behavior is very similar to rotating on the X-axis. I am confused as to how this is the case.
  16. I am currently rewriting a mod previously written for 1.12 in version 1.15. The mod encouraged giant builds, and I'd really like for the mod to be able to be converted from the old version to the new one. I went onto the discord server and asked how to achieve this and concluded that I was going to use an event to tell the game which old registry name should be matched with which new block (for instance). I therefore tried subscribing to RegistryEvent.MissingMappings in the following way: @EventBusSubscriber(modid = SCPLockdown.MOD_ID, bus = EventBusSubscriber.Bus.FORGE) public class CommonForgeEvents { @SubscribeEvent public static void fixBlockMappings(RegistryEvent.MissingMappings<Block> event) { System.out.println("Start of blockmappings"); for(RegistryEvent.MissingMappings.Mapping<Block> blockMapping : event.getMappings()) { System.out.println(blockMapping.id); } } } This method does not print at all when I try and convert an old 1.12 world in the 1.15 version, even if I used the MOD bus instead of the FORGE bus. I therefore came to the conclusion that it doesn't fire at all, and I cannot test with it right now. I also tried matching the registry name from the old version with the new one. This did not work - all of the mods blocks were removed upon convertion, even if the names matched.
  17. Spawn an entity when the block is right clicked and make the player ride it. Once dismounted, the entity should despawn.
  18. I fixed it. Turns out cofh also needs the JEI repository to work. Not having that completely broke the project like I stated earlier... Working code: buildscript { repositories { jcenter() maven { url = "http://files.minecraftforge.net/maven" } } dependencies { classpath 'net.minecraftforge.gradle:ForgeGradle:2.3-SNAPSHOT' } } apply plugin: 'net.minecraftforge.gradle.forge' //Only edit below this line, the above code adds and enables the necessary things for Forge to be setup. version = "0.0.1" group = "thatmartinguy.brightenup" // http://maven.apache.org/guides/mini/guide-naming-conventions.html archivesBaseName = "brightenup" sourceCompatibility = targetCompatibility = '1.8' // Need this here so eclipse task generates correctly. compileJava { sourceCompatibility = targetCompatibility = '1.8' } minecraft { version = "1.12.2-14.23.4.2705" runDir = "run" // the mappings can be changed at any time, and must be in the following format. // snapshot_YYYYMMDD snapshot are built nightly. // stable_# stables are built at the discretion of the MCP team. // Use non-default mappings at your own risk. they may not always work. // simply re-run your setup task after changing the mappings to update your workspace. mappings = "snapshot_20171003" // makeObfSourceJar = false // an Srg named sources jar is made by default. uncomment this to disable. } repositories { maven { name = "Covers (COFH)" url = "http://maven.covers1624.net/" } maven { name = "JEI Maven" url = "http://dvs1.progwml6.com/files/maven" } } dependencies { compile 'cofh:CoFHCore:1.12.2-4.5.0.+:deobf' compile 'cofh:ThermalFoundation:1.12.2-2.5.+:deobf' } processResources { // this will ensure that this task is redone when the versions change. inputs.property "version", project.version inputs.property "mcversion", project.minecraft.version // replace stuff in mcmod.info, nothing else from(sourceSets.main.resources.srcDirs) { include 'mcmod.info' // replace version and mcversion expand 'version':project.version, 'mcversion':project.minecraft.version } // copy everything else except the mcmod.info from(sourceSets.main.resources.srcDirs) { exclude 'mcmod.info' } }
  19. I'm creating a mod that requires cofh and possibly also thermal foundation to work, but whenever I try and add both of these as a dependency all other libraries get removed, resulting in this happening, which makes modding impossible. These are all the libraries I have. When I remove the dependencies declaration forge is added as a library again. build.gradle
  20. I've heard on the forge discord that the ITeleporter interface is brand new and isn't implemented in a good way. Is this true or is there another problem?
  21. I am creating a dimension. It's simple for now, only sporting a single biome, but it will be expanded on later. For now, though, I cannot actually enter my dimension. I register my dimension here, and the world provider is here. To transfer myself to the dimension I use ItemTeleporterTest. I cannot enter the dimension, though. When I right click with the item just reloads the overworld. Using the forge setdim command does the same thing the first time, but after that it tells me it's already in that dimension. What's the problem here? EDIT: It seems that setting the biome provider in the constructor was incorrect, and so I moved it to init, which made it work.
  22. My friend is trying to setup a workspace for forge, but he gets the following error every time he runs setupDecompWorkspace; FAILURE: Build failed with an exception. * What went wrong: Unable to start the daemon process. This problem might be caused by incorrect configuration of the daemon. For example, an unrecognized jvm option is used. Please refer to the user guide chapter on the daemon at https://docs.gradle.org/2.14/userguide/gradle_daemon.html Please read the following process output to find out more: ----------------------- Error occurred during initialization of VM Could not reserve enough space for 3145728KB object heap According to task manager he has more than 3G (almost 4G) of RAM available, which should be enough according to the gradle properties file; # Sets default memory used for gradle commands. Can be overridden by user or command line properties. # This is required to provide enough memory for the Minecraft decompilation process. org.gradle.jvmargs=-Xmx3G Full stacktrace
  23. Override the items addInformation method in the class of your item and add the tooltips you want in the string list that gets passed in as an argument.
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